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| Tiruvel08-21-05, 12:44 PM | Flipping through the monster manual I found this devil, the bearded one that is (page 52), and I thought that it could make a nice challenge for my players' characters. Maybe a bit too challenging since he seems quite capable of handling himself, at least at first glance... (Party is: Rogue 6, druid 6, Ranger (nearly) 6. Maybe a goblin Rogue 4 npc, or a cleric 5 if player can make it, will come along.) Anyway, back to the devil. Question 1: A bearded devil can cast greater teleport at will. Does this provoke an attack of opportunity? Question 2: A bearded devil has int 6 and wis 10. When would he use Greater Teleport? That is, what situation would most frequently occur: Too soon or too late? He is described as aggressive and fight-loving, low int, but average wis. Question 3: Would he hold a grudge against the party if they nearly killed him, but he managed to teleport away? Well, off course, but would he be craving revenge no matter what, or would he move on to easier prey and forget about them after a while? Question 4: Good ways to hinder the Teleport ability? Question 5: Have any of you used a bearded devil against your pc's? Experiences? He seems quite difficult to defeat (kill). Question 6: Any ideas regarding the encounter? How, where, when, why? :D Thanks |
| wonlee7608-21-05, 01:07 PM | Question 1: A bearded devil can cast greater teleport at will. Does this provoke an attack of opportunity? I believe it does. IIRC, its a spell like ability and thus can provoke a AoO. Question 2: A bearded devil has int 6 and wis 10. When would he use Greater Teleport? That is, what situation would most frequently occur: Too soon or too late? He is described as aggressive and fight-loving, low int, but average wis. He's smart enough to know when sticking around would result in his death. I would say if he's down to 25% hp and the group is intact he would flee. Now if several PCs are down and out... different story. Question 3: Would he hold a grudge against the party if they nearly killed him, but he managed to teleport away? Well, off course, but would he be craving revenge no matter what, or would he move on to easier prey and forget about them after a while? Up to the DM. Play him as you wish. I could see this going either way. Question 4: Good ways to hinder the Teleport ability? Dimensional Anchor, Anti Magic Zone. Ready actions to try to disrupt the teleport (presuming it is a spell like ability). Question 5: Have any of you used a bearded devil against your pc's? Experiences? He seems quite difficult to defeat (kill). Can't say I have had an opportunity to use them yet. I find some of the outsiders are either slightly underpowered for their CR or overpowered for their CR. If the bearded devil uses devil summoning ability successfully bringing some extra buddies to him for backup, tihs fight could become very tough. Question 6: Any ideas regarding the encounter? How, where, when, why? :D Make up any story you want around this thing. You could even make him a BBEG. A temple of evil devil worshipping types fits the bill. Or you could just plop the devil on top of your players just for the heck of it. Maybe he's been hired as an assassin to deal with the PCs by an old enemy of theirs. Or maybe a mysterious enemy that they have yet to meet. The skies the limit on setting up a fight between the PCs and a monster. |
| RavenoftheCrags08-21-05, 01:08 PM | Q2 - The Barbazu may attempt to teleport itself and a small member of your party or familiar, or even a weapon or item and attempt to dispose of it alone. They may also teleport to an advantage point such as a high place and summon more. Q3 - Yes! He'd probably bring a few of his chums to help as well. Q5 - I have used them before. At CR 5 they are a pretty weak demon (compared to the likes of the pit fiend and cornugon) Q6 - Perhaps instability causes a gate to open up to Baator, a mad mage summons one, a barbazu accidently sends itself to the material plane or purposefully to kill mortals for sport. |
| Sildatorak08-21-05, 01:41 PM | Q1: It is a (sp) ability and therefore provokes unless used defensively. Q2: In the current edition RavenoftheCrags suggestion won't work. It worked brilliantly in 2e, but in 3e the tp ability of fiends is restricted to themself and 50 pounds of gear, and living creatures aren't gear. Barbazu aren't particularly bright, but they do have several centuries worth of tactics drilled into them. Most likely he will open the battle by teleporting so that an obvious caster or ranged character is threatened with his glaive during the surprise round. Regarding too early/too late, barbazu are a bit overzealous for Baatezu and are more likely to tp out when it is too late. 25% of hp seems like a good mark if everyone is still up, or at less than 10% of real hp when rage is going (it will probably drop rage as a free action and the tp out in that situation). Q3: He has been alive for a few thousand years, and he probably won't go back up against a party that has defeated him soundly (assuming there is no way that word of the defeat will reach his superiors). If he managed to inflict some casualties before dying, it is entirely possible that he will follow them at a great distance and then use teleport to close with them once he is fully healed (or they are coming off a different fight). Q4: IIRC, the barbazu doesn't have any ranks in concentration, so using it defensively or succeeding at using it after having taken a hit is unlikely. Readied actions from archers are a good way to keep him from getting away, as is putting him in a situation where he can't just take a 5' step to get out of everyone's threatened area. Q5: I've used them, and they are a pretty solid CR 5. The spell resistance, damage reduction, and energy resistance coupled with a good con and their ability to rage can make them fairly tough. Their offensive capability suffers greatly if they are disarmed (or their glaives are sundered) or they are put in situations where they can't utilize reach. By working together a team of 6,6,5,5 should be able to take one without too much trouble if you do a good job describing the spurting, horrific bleeding nature of the glaive wounds. Someone with ranks in heal or curitive magic is very important to keep the party from bleeding to death after the barbazu is defeated. Q6: Barbazu actually work best as a unit and with a commander. Their low int and mediocre wis are their biggest handicaps, so a commander who has them teleport in and fight for a few rounds to get people bleeding and then teleport out makes them a lot more effective. Combining them into a unit makes the reach of the glaives more devestating, especially if someone is foolish enough to charge them. |
| Tiruvel08-22-05, 11:29 AM | Wow! Thanks for the valuable input guys. Very much appreciated! :bow: |